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   Learn by doing: less theory, more results   Corona SDK Mobile
Learn by doing: less theory, more results
Corona SDK Mobile Game
Development

Second Edition

Learn, explore, and create commercially successful mobile games for iOS and Android

Beginner's Guide

Michelle M. Fernandez

explore, and create commercially successful mobile games for iOS and Android Beginner's Guide Michelle M. Fernandez
explore, and create commercially successful mobile games for iOS and Android Beginner's Guide Michelle M. Fernandez

In this package, you will find:

The author biography

A preview chapter from the book, Chapter 1 'Getting Started with Corona SDK'

A synopsis of the book’s content

More information on Corona SDK Mobile Game Development Beginner's Guide Second Edition

About the Author

Michelle M. Fernandez is a mobile game developer and cofounder of MobiDojo (http://www.mobidojo.com). She is also a mentor to aspiring artists and programmers trying to break into the game industry. After experimenting with several game engines over the years, she was introduced to Corona SDK in late 2010 and has been an avid user of the program ever since. She enjoys creating tutorials and new game frameworks for others to learn from. When Michelle is not developing games, she is spending time with friends and family, playing video games, traveling, and constantly learning new design paradigms.

Corona SDK Mobile Game Development Beginner's Guide

Second Edition

This book is designed to introduce you to the basic standards of using the Corona SDK across iOS and Android platforms. You will enhance your learning experience by building three unique games in easy-to-follow steps. Aside from developing games, you will also dive into learning about social network integration, In-App Purchasing, and shipping your applications to the Apple App Store and/or Google Play Store.

What This Book Covers

Chapter 1, Getting Started with Corona SDK, begins by teaching you how to install Corona SDK on both the Mac OS X and Windows operating systems. You will learn how to create your first program in just two lines of code. Lastly, we'll go through the process of building and loading an application to an iOS or Android device.

Chapter 2, Lua Crash Course and the Corona Framework, dives into the Lua programming language that is used to develop in Corona SDK. We'll go over the basics of variables, functions, and data structures in Lua. This chapter will also introduce how to implement a variety of display objects within the Corona framework.

Chapter 3, Building Our First Game – Breakout, discusses the first half of building your first game, Breakout. You'll learn how to structure game files in a Corona project and create game objects that will be displayed on screen.

Chapter 4, Game Controls, continues with the second half of building your first game, Breakout. We'll cover game object movement as well as collision detection between objects in the scene. You will also learn how to create a scoring system that will implement the win and lose conditions of the game.

Chapter 5, Animating Our Game, explains how to animate a game using sprite sheets. This chapter will go in-depth with managing motion and transitions while creating a new game framework.

Chapter 6, Playing Sounds and Music, provides information on how to apply sound effects and music to your applications. It is vital to include some type of audio to enhance the sensory experience of your game's development. You will learn how to incorporate audio through loading, executing, and looping techniques with the Corona Audio System.

Chapter 7, Physics – Falling Objects, covers how to implement the Box2D engine in Corona SDK using display objects. You will be able to customize body construction and work with the physical behavior of falling objects. In this chapter, we'll apply the uses of dynamic/static bodies and explain the purpose of post collisions.

Chapter 8, Operation Composer, discusses how to manage all your game scenes

with Composer API. We'll also go into detail on menu design, such as creating

a pause menu and main menu. In addition, you'll learn how to save high scores within your game.

Chapter 9, Handling Multiple Devices and Networking Your Apps, provides information about integrating your applications with social networks such as Twitter or Facebook. This will enable your app to reach a bigger audience globally.

Chapter 10, Optimizing, Testing, and Shipping Your Games, explains the application submission process for both iOS and Android devices. This chapter will guide you on how to set up a distribution provisioning profile for the Apple App Store and manage your app information in iTunes Connect. Android developers will learn how to sign their applications for publication so they can be submitted to the Google Play Store.

Chapter 11, Implementing In-App Purchases, covers monetization of your game by creating consumable, nonconsumable, or subscription purchases. You will apply for In-App Purchases in the Apple App Store using Corona's store module. We'll take

a look at testing purchases on a device to check whether transactions have been applied using the Sandbox environment.

Appendix, Pop Quiz Answers, covers all the answers enlisted in the pop quiz sections of the book.

1

Getting Started with Corona SDK

1 Getting Started with Corona SDK Before we jump right into coding some simple games, we

Before we jump right into coding some simple games, we need to install and run the necessary programs that will make our applications come to life. Corona SDK is primarily a 2D development engine. If you've had experience developing for iOS or Android, you will find the experience of working with Corona refreshing. It is also simple to use. In no time, you'll be creating finished products to distribute through the Apple App Store and Google Play Store.

through the Apple App Store and Google Play Store. In this chapter, we will:  Set

In this chapter, we will:

Set up Corona SDK on Mac OS X and Windows

Install Xcode for Mac OS X

Create a Hello World program in two lines

Add devices in the iOS Provisioning Portal

Load an applica on to an iOS device

Load an applica on to an Android device

Downloading and installing Corona

You have the op on of choosing the Mac OS X or Microso Windows opera ng system to develop on. Keep in mind the following system requirements that are needed to run the program. The most compa ble version used for this book is Build 2014.2511.

Ge ng Started with Corona SDK

If you are installing Corona for Mac OS X, be sure that your system has the following features:

Mac OS X 10.9 or later

An Intel-based system that runs Lion, Mountain Lion, Mavericks, or Yosemite

A 64-bit CPU (Core 2 Duo)

OpenGL 2.0 or higher graphics system

If you are running Microso Windows, be sure that your system has the following features:

Windows 8, Windows 7, Vista, or XP (Service Pack 2) opera ng system

1 GHZ processor (recommended)

80 MB of disk space (minimum)

1 GB of RAM (minimum)

OpenGL 2.1 or higher graphics system (available in most modern Windows systems)

The 32-bit (x86) version of the Java Development Kit (JDK)

The Android SDK is not required to create Android device builds with Corona on Mac or Windows

Time for action – setting up and activating Corona on Mac OS X

Let's begin by se ng up the Corona SDK on our desktop:

1. If you haven't downloaded the SDK, please do so from http://www.coronalabs. com/downloads/coronasdk. You will have to register as a user before you can access the SDK.

2. The le extension for any Mac program should end in .dmg; this is known as an Apple disk image. Once you've downloaded the disk image, double-click on the disk image le to mount it. The name should be similar to CoronaSDK-XXXX.XXXX. dmg. Once it is loaded, you should see the mounted disk image folder, as shown in the following screenshot:

Chapter 1

Chapter 1 3. Next, drag the CoronaSDK folder into the Applications folder. This will copy the

3. Next, drag the CoronaSDK folder into the Applications folder. This will copy the contents of the Corona folder into /Applications. You will be prompted to enter an administrator password if you are not the main administrator of the account. You will be able to see the CoronaSDK folder in /Applications once it has been successfully installed. For easy access to the folder contents, create an alias by dragging the CoronaSDK folder to the dock of your Mac desktop:

to the folder contents, create an alias by dragging the CoronaSDK folder to the dock of

Ge ng Started with Corona SDK

First- me Corona SDK users will have to perform a quick and easy one- me authoriza on process before it is accessible. You must be connected to the Internet to complete the authoriza on process.

1. Launch the Corona simulator in the SDK folder.

2. Assuming this is your rst me, you will be presented with an End-user License Agreement (EULA). Once you have accepted the agreement, enter the e-mail you used to register for Corona and the password to ac vate the SDK. Otherwise, click on Register to create an account.

SDK. Otherwise, click on Register to create an account. If you register with Corona as a

If you register with Corona as a single developer, there is no fee to develop on iOS and/or Android devices.

there is no fee to develop on iOS and/or Android devices. 3. Upon successful login, you

3. Upon successful login, you will get a conrma on dialog to show that the SDK is ready to use:

3. Upon successful login, you will get a con fi rma on dialog to show that

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4. Click on the Con nue bu on, and you'll be presented with the Welcome to Corona screen:

you'll be presented with the Welcome to Corona screen: What just happened? Se ng up Corona

What just happened?

Se ng up Corona SDK on your Mac opera ng system is as simple as installing any other dedicated Mac program. A er you have authorized the SDK on your machine and logged in with your e-mail and password, it will be ready for use. From here on out, every me you launch Corona, it will automa cally log in to your account. You will no ce that you are greeted with a Corona SDK screen when this happens.

Time for action – setting up and activating Corona on Windows

Let's set up the Corona SDK on our desktop using the following steps:

1. Download the Corona SDK from http://www.coronalabs.com/downloads/

coronasdk. You will have to register as a user before you can access the SDK.

2. The le extension for the Windows version of Corona should end in .msi, which is known as a Windows Installer, a component of Windows made to install programs by Microso . Double-click on the le. The lename should be similar

to CoronaSDK.msi.

3. Follow the onscreen direc ons for installa on.

Ge ng Started with Corona SDK

4. Corona will be installed directly into your Programs folder by default. On Microso Windows, select Corona Simulator from the list of programs in your Start menu or double-click on the Corona icon on the desktop. Upon successful ac va on, you should be greeted with the following screen:

va on, you should be greeted with the following screen: 5. The process to ac vate

5. The process to ac vate the SDK should be the same as the Mac procedure once you launch Corona for the very rst me.

If you run into issues with images not displaying properly, check to see whether you're
If you run into issues with images not displaying properly, check to
see whether you're using an up-to-date OpenGL graphics driver,
2.1 or higher.
Be aware that Corona SDK on Windows can only build for Android
devices, not for iOS devices (iPhone, iPad, or iPod Touch). A Mac
can build not only for iOS, but also for Android devices in Corona.

6. To create device builds, you need to install Java 6 SDK on your PC. You will need to

go to the Oracle website at http://www.oracle.com/technetwork/java/

javasebusiness/downloads/java-archive-downloads-javase6-419409.

html for the JDK download and click on the Java SE Development Kit 6u45 link.

7. On the next page, select the Accept License Agreement radio bu on and then click on the Windows x86 link to download the installer. You will be asked to log in or create a user account on the Oracle website if you don't already have one.

8. As soon as the JDK is downloaded, run the installer. Once installed, you'll be able to create device builds for Android on your PC.

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What just happened?

Installing the SDK on Windows is a dierent setup process compared to on the Mac OS X. While execu ng the installer le, Windows will automa cally present a designated loca on to install the applica on, such as the Programs folder, so that you won't have to manually choose a des na on. Upon successful installa on, you will see the Corona SDK icon on your desktop for easy access, or it may be highlighted in the programs list in the Start menu, assuming that you're accessing it for the rst me. When you authorize Corona on your machine and sign in with your login informa on, it is ready for you to use and will log in automa cally every me it is launched.

Using the simulator on Mac and Windows

On Mac OS X, launch Corona SDK by either selec ng the Corona terminal or Corona simulator from the Applications directory. Both selec ons will access the SDK. The Corona simulator will only open the simulator. The Corona terminal will open both the simulator and the terminal window. The terminal is helpful to debug your programs and display simulator errors/warnings and print() messages.

On Microso Windows, select the Corona SDK folder and click on Corona Simulator from the list of programs in your Start menu or double-click on the Corona icon on the desktop. The simulator and terminal are always opened together if you are using Windows.

Let's go over the useful contents contained in the Corona SDK folder (located in

Applications/Corona SDK on Mac and Start/All Apps/Corona SDK on Windows):

Debugger (Mac)/Corona debugger (Windows): This is a tool to nd and isolate issues in your code.

Corona simulator: This is the environment used to launch your applica on for tes ng. It simulates the mobile device you're developing for on your local computer. On Windows, it will open both the simulator and terminal.

Corona terminal: This launches the Corona simulator and opens a terminal window to display error/warning messages and print() statements. It is very helpful to debug your code, but is only available on a Mac.

Simulator: This has the same proper es as the Corona terminal, but is called from the command line and is only available on a Mac.

Sample code: This is a set of sample applica ons to get you started with Corona. It contains code and art assets to work with.

The Corona SDK window opens automa cally when you launch the simulator. You can open a Corona project in the simulator, create a device build for tes ng or distribu on, and view some example games and apps to get yourself familiar with the SDK.

Ge ng Started with Corona SDK

Time for action – viewing a sample project in the simulator

Let's take a look at the HelloPhysics sample project in the simulator:

1. Click on Corona Simulator in the Corona SDK folder.

2. Click on the Samples link on the Corona SDK window when it launches. In the Open

dialog that appears, navigate to Applications/CoronaSDK/SampleCode/ Physics/HelloPhysics (Mac) or C:\Program Files (x86)\Corona Labs\ Corona SDK\Sample Code\Physics\HelloPhysics (Windows). On a Mac,

click on Open, and it will automa cally open main.lua. On Windows, double-click on main.lua to open the le. The HelloPhysics applica on opens and runs in the simulator.

What just happened?

Accessing the SDK through the Corona terminal or Corona simulator is a ma er of preference. Many Mac users prefer to use the Corona terminal so that they can track messages outpu ed to the terminal. When you launch the SDK through the Corona simulator, the simulator will be displayed, but not the terminal window. When Windows users launch the Corona simulator, it will display both the simulator and the terminal window. This is nice to use when you want play around with any of the example applica ons that are provided by Corona.

The main.lua le is a special lename that tells Corona where to start in a project folder. This le can also load other code les or other program resources such as sounds or graphics.

When you launch the HelloPhysics applica on in Corona, you will observe a box object fall from the top of the screen in the simulator and collide with a ground object. The transi on from launching the main.lua le to viewing the results in the simulator is almost immediate.

Have a go hero – use a different device shell

As you start ge ng familiar with the Corona simulator, whether you're in Windows or Mac OS X, a default device is always used when you launch an applica on. Windows uses the Droid as the default device, while the Mac OS X uses the regular iPhone. Try launching the sample code in a dierent device shell to view the dierences in screen resolu on between all the devices the simulator has available.

When por ng builds to more than one pla orm, you'll have to consider the variety of screen resolu ons in both iOS and Android devices. A build is a compiled version of all your source code that is converted into one le. Having your game build congured for mul ple pla orms broadens the audience reach of your applica on.

Chapter 1

Choosing a text editor

Corona does not have a designated program editor to code in, so you will have to nd one that suits your needs.

For Mac OS, TextWrangler is a good one, and it is free too! You can download it from

http://www.barebones.com/products/textwrangler/download.html. Other

text editors such as BBEdit at http://www.barebones.com/thedeck and TextMate at http://macromates.com/ are great, but you will need to purchase them in order to use them. TextMate is also compa ble with the Corona TextMate Bundle, which is available at

http://www.ludicroussoftware.com/corona-textmate-bundle/index.html.

For Microso Windows, Notepad++ is recommended and can be downloaded from

http://notepad-plus-plus.org/.

The following are the text editors that are compa ble with both Mac OS and Microso Windows:

Sublime Text (http://www.sublimetext.com)

Lua Glider (http://www.mydevelopersgames.com/Glider/)

Outlaw (http://outlawgametools.com/outlaw-code-editor-and- project-manager/)

Any text editor, such as TextEdit for Mac or Notepad for Windows, that is already included in the opera ng system works as well, but it'll be easier to work with one that is designed for programming. For Corona, using an editor that supports the Lua syntax highligh ng will work the best when coding. Syntax highligh ng adds forma ng a ributes to keywords and punctua on in a way that makes it easier for the reader to separate code from text.

Developing on devices

It is not necessary to download Apple's developer kit, Xcode, or the Android SDK if you only want to use the Corona simulator. In order to build and test your code on an iOS device (iPhone, iPod Touch, and iPad), you will need to sign up as an Apple developer and create and download the provisioning pro les. If you want to develop on Android, you don't need to download the Android SDK unless you want to use the ADB tool to help with installing builds and viewing debug messages.

The Corona SDK starter version allows you to build Adhoc (for iOS) and debug builds (Android) for tes ng on your own devices. Corona Pro users also get the benet of special features, such as access to daily builds, premium features, all plugins, and premium support.

Ge ng Started with Corona SDK

Time for action – downloading and installing Xcode

In order to develop any iOS applica on, you will need to enroll in the Apple Developer Program, which costs $99 a year, and create an account on the Apple website at http://

developer.apple.com/programs/ios/ by following these steps:

1. Click on the Enroll Now bu on and follow Apple's instruc ons to complete the process. When adding a program, select iOS Developer Program.

2. When you have completed your enrollment, click on the iOS link under the sec on marked Dev Centers.

3. Scroll down to the Downloads sec on and download the current Xcode, or you can download Xcode from the Mac App Store.

4. Once you have fully downloaded Xcode, double-click on Xcode from /Applications/Xcode. You will be asked to authen cate as an administra ve user:

on Xcode from /Applications/Xcode . You will be asked to authen cate as an administra ve

Chapter 1

5. A er you have entered your creden als, click on the OK bu on to complete the installa on. You will see the following screen:

the installa on. You will see the following screen: 6. When you have installed the Xcode

6. When you have installed the Xcode developer tools, you can access the documenta on by launching Xcode and choosing any of the items in the Help menu. Developer applica ons such as Xcode and Instruments are installed in /Applications/Xcode. You can drag these app icons to your dock for convenient accessibility.

What just happened?

We just went through the steps of how to install Xcode for Mac OS X. By enrolling in the Apple Developer Program, you will have access to up-to-date development tools on the website. Remember that to con nue being an Apple developer, you have to pay a fee of $99 annually to keep your subscrip on.

The Xcode le is quite large, so it will take a bit of me to download, depending on how fast your Internet connec on is. Once your installa on is complete, Xcode will be ready to go.

Ge ng Started with Corona SDK

Time for action – creating a Hello World application in two lines of code

Now that we have the simulator and text editors set up, let's start making our very rst Corona program! The rst program that we will make is called Hello World. It is a tradi onal program that many people learn when star ng a new programming language.

1. Open your preferred text editor and type the following lines:

textObject = display.newText( "Hello World!", 160, 80, native.systemFont, 36 ) textObject: setFillColor ( 1, 1, 1 )

2. Next, create a folder on your desktop called Hello World. Save the preceding text as a le named main.lua to the loca on of your project folder.

3. Launch Corona. You will be greeted with the Corona SDK screen. Click on Open and navigate to the Hello World folder you just created. You should see your main. lua le in this folder:

navigate to the Hello World folder you just created. You should see your main. lua fi

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4. On a Mac, click on the Open bu on. On Windows, select the main.lua le and click on the Open bu on. You'll see your new program running in the Corona simulator:

see your new program running in the Corona simulator: Downloading the example code You can download
see your new program running in the Corona simulator: Downloading the example code You can download

Downloading the example code You can download the example code les for all Packt Publishing books you have purchased from your account at http://www. packtpub.com. If you purchased this book elsewhere, you can visit http://www.packtpub.com/support and register to have the les e-mailed directly to you.

Ge ng Started with Corona SDK

Time for action – modifying our application

Before we dive into more complex examples, let's alter some minor things in our program by performing the following steps:

1. Let's alter the second line of main.lua to display as follows:

textObject = display.newText( "Hello World!", 160, 80, native.systemFont, 36 ) textObject:setFillColor( 0.9, 0.98 ,0 )

2. Save your le and go back to the Corona simulator. The simulator will detect a change from your le and automa cally relaunch with the changes. If the simulator doesn't relaunch automa cally upon saving your le, press Command + R (Mac) / Ctrl + R (Windows). You will see the following output on the screen:

fi le, press Command + R (Mac) / Ctrl + R (Windows). You will see the

Chapter 1

Chapter 1 As you con nue learning more Corona func ons, you'll no ce that some

As you con nue learning more Corona func ons, you'll no ce that some of the text values will be op onal. In this case, we need to use ve values.

Time for action – applying a new font name to our application

Now, let's play around with the font name by performing the following steps:

1. Change the rst line to the following line of code:

textObject = display.newText( "Hello World!", 160, 80, "Times New Roman", 36 )

2. Be sure to save your main.lua le a er making any altera ons; then, press Command + R (Mac) / Ctrl + R (Windows) in Corona to relaunch the simulator to view the new font. If you're using a Mac, usually, the simulator automa cally relaunches a er saving your le, or it may ask you if you want to relaunch the program. You can see the new font in the simulator:

your fi le, or it may ask you if you want to relaunch the program. You

Ge ng Started with Corona SDK

What just happened?

You have now made your rst complete mobile applica on! What's even more amazing is that this is a completed iPhone, iPad, and Android applica on. This two-line program will actually install and run on your iOS/Android device if you were to create a build. You have now seen what the basic workow in Corona is like.

If you take a look at line 2 in your main.lua le, you will no ce that setFillColor alters the color of the text for Hello World!.

Colors are made up of three sets of RGB numbers that represent the amount of red, green and blue contained within a color. They are displayed with three numbers, with values ranging from 0 to 1. For example, the color black would be (0,0,0), blue would be (0,0,1), and the color white (0.6, 0.4, 0.8).

Con nue playing around with dierent color values to see the dierent results. You can see the altera ons to the code in the simulator when you save your main.lua le and relaunch Corona.

When you view the rst line from the main.lua le, you will no ce that newText() is called by the display object. The returning reference is textObject. The newText() func on returns an object that will represent the text on the screen. The newText() func on is a part of the display library.

When you want to access the display proper es of newText, type in display.newText. The two numbers a er Hello World! control the horizontal and ver cal posi ons of the text on the screen in pixels. The next item speci es the font. We used the name native. systemFont, which, by default, refers to the standard font on the current device. For example, the iPhone's default font is Helve ca. You can use any standard font name, such as Times New Roman that is used in the preceding example. The last number used is the font size.

Have a go hero – adding more text objects

Now that you're star ng to get a taste of coding, try following these steps in your current project le:

1. Create a new display object using a dierent font and text color. Ensure it displays below the Hello World! text. Make sure that your new display object has a dierent object name.

2. Con nue changing the values of the current display object, textObject. Alter the x and y coordinates, the string text, font name, and even the font size.

Chapter 1

3. While object:setFillColor( r,g,b ) sets the color of the text, there is an op onal parameter you can add that controls the opacity of the text. Try using

object:setFillColor( r, g, b [, a] ). The values available for a also

range between 0 to 1 (1 is opaque, which is the default value). Observe the results of your text color.

Testing our application on an iOS device

If you are only interested in tes ng the applica on on an Android device, skip past this sec on of the chapter to Tes ng our applica on on an Android device. Before we can upload our rst Hello World applica on on an iOS device, we need to log in into our Apple developer account so that we can create and install our signing cer cates on our development machine. If you haven't created a developer account yet, do so by going to http://developer.apple.com/ programs/ios/. Remember that there is a fee of $99 a year to become an Apple developer.

there is a fee of $99 a year to become an Apple developer. The Apple developer

The Apple developer account is only applied to users developing on Mac OS X. Make sure that your version of Xcode is the same or newer than the version of the OS on your phone. For example, if you have version 5.0 of the iPhone OS installed, you will need Xcode that is bundled with the iOS SDK version 5.0 or later.

Time for action – obtaining the iOS developer certi cate

Make sure that you're signed up for the developer program; you will need to use the Keychain Access tool located in /Applications/Utilities so that you can create a cer cate request. A valid cer cate must sign all iOS applica ons before they can be run on an Apple device in order to do any kind of tes ng. The following steps will show you how to create an iOS developer cer cate:

1. Go to Keychain Access | Cer cate Assistant | Request a Cer cate From a Cer cate Authority:

Keychain Access | Cer fi cate Assistant | Request a Cer fi cate From a Cer

Ge ng Started with Corona SDK

2. In the User Email Address eld, type in the e-mail address you used when you registered as an iOS developer. For Common Name, enter your name or team name. Make sure that the name entered matches the informa on that was submi ed when you registered as an iOS developer. The CA Email Address eld does not need to be lled in, so you can leave it blank. We are not e-mailing the cer cate to a Cer cate Authority (CA). Check Saved to disk and Let me specify key pair informa on. When you click on Con nue, you will be asked to choose a save loca on. Save your le at a des na on where you can locate it easily, such as your desktop.

a save loca on. Save your fi le at a des na on where you can

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3. In the following window, make sure that 2048 bits is selected for the Key Size and RSA for the Algorithm, and then click on Con nue. This will generate the key and save it to the loca on you speci ed. Click on Done in the next window.

This will generate the key and save it to the loca on you speci fi ed.

Ge ng Started with Corona SDK

4. Next, go to the Apple developer website at http://developer.apple.com/, click on iOS Dev Center, and log in to your developer account. Select Cer cates, Iden ers & Pro les under iOS Developer Program on the right-hand side of the screen and navigate to Cer cates under iOS Apps. Select the + icon on the right-hand side of the page. Under Development, click on the iOS App Development radio bu on. Click on the Con nue bu on ll you reach the screen to generate your cer cate:

ll you reach the screen to generate your cer fi cate: 5. Click on the Choose

5. Click on the Choose File bu on and locate your cer cate le that you saved to your desktop, and then, click on the Generate bu on.

6. Upon hi ng Generate, you will get the e-mail no ca on you speci ed in the CA request form from Keychain Access, or you can download it directly from the developer portal. The person who created the cer cate will get this e-mail and can approve the request by hi ng the Approve bu on.

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Chapter 1 7. Click on the Download bu on and save the cer fi cate to

7. Click on the Download bu on and save the cer cate to a loca on that is easy to nd. Once this is completed, double-click on the le, and the cer cate will be added automa cally in the Keychain Access.

cate will be added automa cally in the Keychain Access. What just happened? We now have

What just happened?

We now have a valid cer cate for iOS devices. The iOS Development Cer cate is used for development purposes only and valid for about a year. The key pair is made up of your public and private keys. The private key is what allows Xcode to sign iOS applica ons. Private keys are available only to the key pair creator and are stored in the system keychain of the creator's machine.

Ge ng Started with Corona SDK

Adding iOS devices

You are allowed to assign up to 100 devices for development and tes ng purposes in the iPhone Developer Program. To register a device, you will need the Unique Device Iden ca on (UDID) number. You can nd this in iTunes and Xcode.

Xcode

To nd out your device's UDID, connect your device to your Mac and open Xcode. In Xcode, navigate to the menu bar, select Window, and then click on Organizer. The 40 hex character string in the Iden er eld is your device's UDID. Once the Organizer window is open, you should see the name of your device in the Devices list on the le -hand side. Click on it and select the iden er with your mouse, copying it to the clipboard.

fi er with your mouse, copying it to the clipboard. Usually, when you connect a device

Usually, when you connect a device to Organizer for the rst me, you'll receive a bu on no ca on that says Use for Development. Select it and Xcode will do most of the provisioning work for your device in the iOS Provisioning Portal.

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iTunes

With your device connected, open iTunes and click on your device in the device list. Select the Summary tab. Click on the Serial Number label to show the Iden er eld and the 40-character UDID. Press Command + C to copy the UDID to your clipboard.

Press Command + C to copy the UDID to your clipboard. Time for action – adding/registering

Time for action – adding/registering your iOS device

To add a device to use for development/tes ng, perform the following steps:

1. Select Devices in the Developer Portal and click on the + icon to register a new device. Select the Register Device radio bu on to register one device.

2. Create a name for your device in the Name eld and put your device's UDID in the UDID eld by pressing Command + V to paste the number you have saved on the clipboard.

Ge ng Started with Corona SDK

3. Click on Con nue when you are done and click on Register once you have veried the device informa on.

once you have veri fi ed the device informa on. Time for action – creating an

Time for action – creating an App ID

Now that you have added a device to the portal, you will need to create an App ID. An App ID has a unique 10-character Apple ID Prex generated by Apple and an Apple ID Sux that is created by the Team Admin in the Provisioning Portal. An App ID could looks like this:

7R456G1254.com.companyname.YourApplication. To create a new App ID, use

these steps:

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1. Click on App IDs in the Iden ers sec on of the portal and select the + icon.

fi ers sec on of the portal and select the + icon. 2. Fill out the

2. Fill out the App ID Descrip on eld with the name of your applica on.

3. You are already assigned an Apple ID Prex (also known as a Team ID).

Ge ng Started with Corona SDK

4. In the App ID Sux eld, specify a unique iden er for your app. It is up to you how you want to iden fy your app, but it is recommended that you use the reverse-domain style string, that is, com.domainname.appname. Click on Con nue and then on Submit to create your App ID.

on Con nue and then on Submit to create your App ID. You can create a

You can create a wildcard character in the bundle iden er that you can share among a suite of applica ons using the same Keychain access. To do this, simply create a single App ID with an asterisk (*) at the end. You would place this in the eld for the bundle iden er either by itself or at the end of your string, for example, com.domainname.*. More informa on on this topic can be found in the App IDs sec on of the iOS Provisioning Portal at https:// developer.apple.com/ios/manage/bundles/howto.action.

What just happened?

All UDIDs are unique on every device, and we can locate them in Xcode and iTunes. When we added a device in the iOS Provisioning Portal, we took the UDID, which consists of 40 hex characters, and made sure we created a device name so that we could iden fy what we're using for development.

We now have an App ID for the applica ons we want to install on a device. An App ID is

a unique iden er that iOS uses to allow your applica on to connect to the Apple Push No ca on service, share keychain data between applica ons, and communicate with external hardware accessories you wish to pair your iOS applica on with.

Provisioning proles

A provisioning prole is a collec on of digital en es that uniquely es apps and devices to

an authorized iOS Development Team and enables a device to be used to test a par cular app. Provisioning proles dene the rela onship between apps, devices, and development teams. They need to be dened for both the development and distribu on aspects of an app.

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Time for action – creating a provisioning prole

To create a provisioning pro le, go to the Provisioning Proles sec on of the Developer Portal and click on the + icon. Perform the following steps:

1. Select the iOS App Development radio bu on under the Development sec on and then select Con nue.

2. Select the App ID you created for your applica on in the pull-down menu and click on Con nue.

3. Select the cer cate you wish to include in the provisioning pro le and then click on Con nue.

4. Select the devices you wish to authorize for this pro le and click on Con nue.

5. Create a Pro le Name and click on the Generate bu on when you are done:

click on Con nue . 5. Create a Pro fi le Name and click on the

Ge ng Started with Corona SDK

6. Click on the Download bu on. While the le is downloading, launch Xcode if it's not already open and press Shi + Command + 2 on the keyboard to open Organizer.

7. Under Library, select the Provisioning Proles sec on. Drag your downloaded .mobileprovision le to the Organizer window. This will automa cally copy your .mobileprovision le to the proper directory.

your .mobileprovision fi le to the proper directory. What just happened? Devices that have permission within

What just happened?

Devices that have permission within the provisioning pro le can be used for tes ng as long as the cer cates are included in the pro le. One device can have mul ple provisioning pro les installed.

Application icon

Currently, our app has no icon image to display on the device. By default, if there is no icon image set for the applica on, you will see a light gray box displayed along with your applica on name below it once the build has been loaded to your device. So, launch your preferred crea ve developmental tool and let's create a simple image.

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The applica on icon for standard resolu on iPad2 or iPad mini image le is 76 x 76 px PNG. The image should always be saved as Icon.png and must be located in your current project folder. iPhone/iPod touch devices that support re na display need an addi onal high resolu on 120 x 120 px and iPad or iPad mini have an icon of 152 x 152 px named as

Icon@2x.png.

The contents of your current project folder should look like this:

Hello World/

name of your project folder

Icon.png

required for iPhone/iPod/iPad

Icon@2x.png

required for iPhone/iPod with Retina display

main.lua

In order to distribute your app, the App Store requires a 1024 x 1024 pixel version of the icon. It is best to create your icon at a higher resolu on rst. Refer to the Apple iOS Human Interface Guidelines for the latest ocial App Store requirements at http://developer.

apple.com/library/ios/#documentation/userexperience/conceptual/

mobilehig/Introduction/Introduction.html.

Crea ng an applica on icon is a visual representa on of your applica on name. You will be able to view the icon on your device once you compile a build together. The icon is also the image that launches your applica on.

Creating the Hello World build for iOS

We are now set to build our Hello World applica on for our device. Since we have our provisioning pro les in place, the build process from here on out is pre y simple. Make sure that you are connected to the Internet before crea ng a device build. You can build your applica on for tes ng in the Xcode simulator or on a device.

Time for action – creating an iOS build

Follow these steps to create a new iOS build in Corona SDK:

1. Open the Corona simulator and select Open.

2. Navigate to your Hello World applica on and select your main.lua le.

Ge ng Started with Corona SDK

3. Once the applica on is launched in the simulator, go to the Corona Simulator menu bar and navigate to File | Build | iOS or press Command + B on your keyboard. The following dialog box will appear:

B on your keyboard. The following dialog box will appear: 4. Create a name for your

4. Create a name for your app in the Applica on Name eld. We can keep the same name, Hello World. In the Version eld, keep the number at 1.0. In order to test the app in the Xcode simulator, select Xcode Simulator from the Build For drop-down menu. If you want to build for the device, choose Device to build an app bundle. Next, select the target device (iPhone or iPad) from the Supported Devices drop-down menu. From the Code Signing Iden ty drop-down menu, choose the provisioning le you created for the speci ed devices you are building for. It is the same name as Pro le Name in the iOS Provisioning Portal on the Apple developer website. In the Save to folder sec on, click on Browse and choose where you would like your applica on to be saved.

If all the informa on has been conrmed in the dialog box, click on the Build bu on.

fi rmed in the dialog box, click on the Build bu on. It is more convenient

It is more convenient to set your applica on to save on the Desktop; this way, it is easy to nd.

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What just happened?

Congratula ons! You have now created your very rst iOS applica on le that can be uploaded to your device. As you start developing apps for distribu on, you will want to create new versions of your applica on so that you can keep track of the changes in every new build you make. All the informa on from your Provisioning Pro le was created in the iOS Provisioning Portal and applied to the build. Once Corona has nished compiling the build, the applica on should be located in the folder you saved it under.

Time for action – loading an app on your iOS device

Select your Hello World build you created and choose either iTunes or Xcode to load your app onto your iOS device. They can be used to transfer the applica on le.

If using iTunes, drag your build into your iTunes Library and then sync your device normally, as shown in the following screenshot:

your build into your iTunes Library and then sync your device normally, as shown in the

Ge ng Started with Corona SDK

Another way to install your app onto your device is to use Xcode, since it provides a convenient method to install iOS device applica ons. Perform the following steps:

1. With the device connected, open Xcode's Organizer from the menu bar by going to Window | Organizer and navigate to your connected device under the Devices list on the le -hand side.

2. If a proper connec on is established, you will see a green indicator. If it is yellow a er a couple minutes, try powering the device oand on again or disconnect the device and connect it again. This will usually establish a proper connec on.

it again. This will usually establish a proper connec on. 3. Simply drag your build fi

3. Simply drag your build le and drop it into the Applica ons area of the Organizer window, and it will automa cally install on your device.

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What just happened?

We just learned two dierent ways of loading an applica on build to an iOS device: using iTunes and using Xcode.

Using iTunes provides a simple drag and drop feature into your library and then allows you to transfer the build as long as your device is synced up.

The Xcode method is probably the easiest and most common way to load a build to a device. As long as your device is connected properly and ready to use in the Organizer, you drag and drop the build to applica ons and it loads automa cally.

Testing our application on an Android device

Crea ng and tes ng our builds on an Android device does not require a developer account like how Apple does for iOS devices. The only tools you need to build for Android are a PC or Mac, Corona SDK, JDK6 installed, and an Android device. If you plan on submi ng an app to the Google Play Store, you'll need to sign up as a Google Play Developer at https://play. google.com/apps/publish/signup/. There is a one- me $25 registra on fee you have to pay if you want to publish so ware on the Google Play Store.

Creating the Hello World build for Android

Building our Hello World applica on is fairly simple since we do not have to create a unique keystore or key alias for debug builds. When you're ready to submit an applica on to the Google Play Store, you'll need to create a release build and generate your own private key to sign your app. We'll discuss in further detail about release builds and private keys later on in this book.

Time for action – creating an Android build

Follow these steps to create a new Android build in the Corona SDK:

1. Launch the Corona Simulator and select Simulator.

2. Navigate to your Hello World applica on and select your main.lua le.

Ge ng Started with Corona SDK

3. Once your applica on is running in the simulator, go to the Corona Simulator menu bar and navigate to File | Build For | Android (Windows) / Shi + Command + B on your keyboard (Mac). The following dialog box will appear:

your keyboard (Mac). The following dialog box will appear: 4. Create a name for your app

4. Create a name for your app in the Applica on Name eld. We can keep the same name, Hello World. In the Version Code eld, set the number to 1 if that is not already the default number. This specic eld must always be an integer and is not visible to users. In the Version Name eld, keep the number at 1.0. This a ribute is the string shown to users. In the Package eld, you will need to specify a name that uses the tradi onal Java scheme, which is basically the reverse format of your domain name; for example, com.mycompany.app.helloworld would work as a package name. Project Path shows the loca on of your project folder. Minimum SDK Version currently supports Android 2.3.3 and newer devices running the ArmV7 processor. In the Target App Store pull-down menu, the default store can stay as Google Play. In the Keystore eld, you will be signing your build with the Debug keystore that is already provided in Corona. In the Key Alias eld, select androiddebugkey from the pull-down menu if it's not selected. In the Save to Folder sec on, click on Browse and choose where you'd like your applica on to be saved to.

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5. If all the informa on has been conrmed in the dialog box, click on the Build bu on.

fi rmed in the dialog box, click on the Build bu on. For more informa on

For more informa on on Java package names, see the sec on on Unique Package Names in the Java documenta on at http://java.sun.com/

docs/books/jls/third_edition/html/packages.html#40169.

What just happened?

You have created your very rst Android build! See how simple that was? Since the Corona SDK already provides the Debug keystore and androiddebugkey key alias in the engine, most of the signing work is already done for you. The only requirement from you is to ll out the build informa on for your applica on and click on the Build bu on to make a debug build. Your Hello World applica on will save as an .apk le at the loca on you designated. The le name will appear as Hello World.apk.

Time for action – loading an app on your Android device

There are several ways to load your Hello World build to your Android device, and these ways do not require you to download the Android SDK. Here are some simple methods.

A convenient method is through Dropbox. You can create an account at https://www. dropbox.com/. Dropbox is a free service that lets you upload/download les on your PC/Mac and mobile devices. Perform the following steps to load the Hello World build using Dropbox:

1. Download the Dropbox installer and install it on your computer. Also, download the mobile app from the Google Play Store (which is also free) on your device and install it.

2. Log in to your Dropbox account on your computer and mobile device. From your computer, upload your Hello World.apk le.

3. Once it has nished uploading, go to the Dropbox app on your device and select your Hello World.apk le. You will be greeted with a screen that will ask you if you want to install the applica on. Select the Install bu on. Assuming that it installs correctly, another screen will appear saying Applica on installed, and you can launch your Hello World app by pressing the Open bu on that is available.

Ge ng Started with Corona SDK

Another method to upload an .apk le onto your device is to transfer it to an SD card via the USB interface. If your device doesn't come with some kind of le manager applica on, a great one you can download from the Google Play Store is ASTRO File Manager, which can be found

at https://play.google.com/store/apps/details?id=com.metago.astro. You can

always do a normal search for the preceding app or similar apk installers through the Google Play app on your device. To transfer the .apk le to the SD card, perform the following steps:

1. In your device's Se ngs, select Applica ons and then select Development. Tap on USB Debugging if the mode is not ac ve.

2. Go back a couple of screens to the Applica ons sec on. Enable Unknown Sources if it is not already ac ve. This will allow you to install any non-market applica on (that is, debug builds). Select the home bu on on your device when done.

3. Connect the device to your computer with a USB cable. You will see a new no ca on that a new drive has connected to your PC or Mac. Access the SD drive and create a new folder. Name the folder to something you can iden fy easily for your Android builds. Drag and drop your Hello World.apk le from the desktop to the folder.

4. Eject the drive from your desktop and disconnect your device from the USB cable. Launch ASTRO File Manager or use whichever app you decided to download from the Google Play Store. In ASTRO, select File Manager, search for the folder you added to your SD card, and select it. You will see your Hello World.apk le. Select the le, and a prompt will appear asking you to install it. Select the Install bu on, and you should see your Hello World applica on appear in the Apps folder of your device.

Install bu on, and you should see your Hello World applica on appear in the Apps

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One of the easiest methods is through Gmail. If you don't already have a Gmail account, create one at https://mail.google.com/. Perform the following steps to send the .apk le on your Gmail account:

1. Log in to your account, compose a new e-mail, and a ach your Hello World.apk le to the message.

2. Address the recipient of the message to your own e-mail address and send it.

3. On your Android device, make sure you have your e-mail account linked. As soon as you receive the message, open the e-mail. You're given the op on to install the applica on on your device. There will be an Install bu on or something similar displayed.

What just happened?

We just learned several ways of loading an .apk le to an Android device. The preceding methods are some of the easiest ways to load an applica on quickly without running into any problems.

Using the le manager method allows you to access your .apk les easily without requiring any carrier data or Wi-Fi connec on. Using a USB cable that is compa ble with your device and connec ng it to your computer is a simple drag and drop procedure.

The Dropbox method is the most convenient once you have it set up on your computer and your mobile devices. All you have to do is drag and drop your .apk le to your account folder, and it's instantly accessible to any device with the Dropbox app installed. You can also share your les through a download link, which is also another great feature provided by Dropbox.

Se ng up a Gmail account and sending your .apk les as an a achment to yourself is simple if you don't want to download any le managers or other programs to your device and computer. The only thing you have to remember is that you can't e-mail an a achment over the size of 25 MB in Gmail.

Pop quiz – understanding Corona

Q1. What is true about using the Corona simulator?

1. You need a main.lua le to launch your applica on.

2. The Corona SDK only runs on Mac OS X.

3. The Corona terminal doesn't launch the simulator.

4. None of the above.

Ge ng Started with Corona SDK

Q2. How many iOS devices can you use for development in the iPhone Developer Program?

1. 50.

2. 75.

3. 5.

4. 100.

Q3. What does the version code have to be when building for Android in Corona SDK?

1. A string.

2. An integer.

3. It has to follow the Java scheme format.

4. None of the above.

Summary

In this chapter, we covered some of the necessary tools needed to start developing applica ons for Corona SDK. Whether you are working on a Mac OS X or Microso Windows, you will no ce the similari es in working on both opera ng systems and how simple it is to run the Corona SDK.

To further familiarize yourself with Corona, try doing the following:

Take me to look into the sample codes provided by Corona to view the capabili es of the SDK

Feel free to alter any of the sample codes to your liking to get a be er understanding of programming in Lua

Whether you're working on iOS (if you're a registered Apple developer) or Android, try installing any of the sample codes on your device to see how the applica ons work outside a simulator environment

Take a look at the Corona Labs Forums at http://forums.coronalabs.com/ and browse through the latest discussions on Corona development by fellow Corona SDK developers and personnel

Now that you understand the process of how to display objects in Corona, we'll be able to dive into other func ons that will help create an opera onal mobile game.

In the next chapter, we'll look at further details of the Lua programming language, and you will learn simple coding techniques that are similar to the sample code in Corona. You will get a be er understanding of the Lua syntax and no ce how fast and easy it is to learn compared to other programming languages. So, let's get started!

Get more information Corona SDK Mobile Game Development Beginner's Guide Second Edition

Where to buy this book

You can buy Corona SDK Mobile Game Development Beginner's Guide Second Edition from the Packt Publishing website.

Alternatively, you can buy the book from Amazon, BN.com, Computer Manuals and most internet book retailers.

Click here for ordering and shipping details.

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